The Jabba,Technomancy, and Witchery updates were already previously mentioned
seems the forum skipped a few posts for me
The Jabba,Technomancy, and Witchery updates were already previously mentioned
aidancbrady said:The Fixing of Bugs
This week has been a week of fixes (and a little content as well).
Last week I mentioned that there were two main caveats of the current Mekanism 1.7 build – the first being the strange rendering of cables, and the second being the temporary removal of NEI. Both of these issues ended up turning into hours of troubleshooting for me, which I will detail below.
Strange Rendering of Cables
Look at this.
That doesn’t look right, does it? Something is…off. Like the entire model is inside out. Or like the textures are all flipped. Yeah, it turns out this is a known issue in 1.7.2, and was fixed in 1.7.4 (like I mentioned before).
Anyway, I spoke to ChickenBones about this, and we ended up finding a workaround that involved using his library to take a two faced copy of the model and render both at the same time. Not very efficient, but it works for now.
Removal of NEI
There’s a bit more too this than “it wasn’t ready yet.” I wasn’t able to get the build script to run properly with the latest Forge and NEI installed, so I was putting this off until I updated.
Well, upon updating Forge, the script failed, stating that it was unable to reference some classes that were added with the new simpleimpl Netty wrapper system. After troubleshooting on the #ForgeGradle IRC channel for a solid two hours or so, I was about ready to give up. That’s when I realized that the log only was spitting out this error for 8 out of my 26 packet classes, and I found that there was a pattern – the error only occurred on my packet classes that had enums nested inside. In other words, I found a bug with the javac compiler. Probably the strangest issue I’ve ever encountered, and I’m going to report it to Oracle as soon as I get a chance. I fixed the issue by taking the enums out of the nested classes.
With the fixes of these two issues, 1.7 is now technically more stable than the current 1.6 branch – this means that a release will be pretty soon. I also have a few new features in the works
Hope you all are enjoying the summer, I sure am.
-aidancbrady
Woops, sounds a bit like a knee-jerk reaction to me. Under the assumption that it has changed, I wonder if its configurable? This sort of balance issue is not properly achievable in a modpack unless its configurable. (Anyone with MFR will tell you that ender pearls are stupidly easy to get)It seems that ender generators have got a major nerf in the newer version of XU, as shown here. That is 8 ender pearls worth of power, lasting a little more than a quarter of the time one ender pearl lasts for in the newer versions. This is from Forgecraft, however, so may be subject to change.
It seems that ender generators have got a major nerf in the newer version of XU, as shown here. That is 8 ender pearls worth of power, lasting a little more than a quarter of the time one ender pearl lasts for in the newer versions. This is from Forgecraft, however, so may be subject to change.
Ender Cores and Enderlily Seeds are useable for farming and powergen in the 1.6.4 versions of XU.That is true but he buffed the availability of ender pearls by making the ender core a plantable block that speeds up growth dramatically for ender lilies. He also lets you use Ender Lily Seeds to power it which give you a long time of power, so I think that it balances out in the end.
meh, i don't mind, i think that it is good here anyway.That's "whats new in vanilla minecraft". This thread is for modded.
New things in vanilla will affect things in modded. The prismarine shards could be used for some mods' crafting, the appearance of new things in the oceans may inspire modders to further expand the oceans, that sort of thing.That's "whats new in vanilla minecraft". This thread is for modded.
You don't have mods if you don't have vanilla. I'd say new worldgen, blocks and mobs are very important since that's the stuff that ends up being modded.That's "whats new in vanilla minecraft". This thread is for modded.
How much mb/buckets can a single tank hold?Not sure if anyone follows my twitter page, but these Portable Tanks are new in Mekanism:
They're set to be in Mekanism v7 which we should be seeing in the next few weeks alongside a collection of other awesome new features. Hopefully this will make up for the delayed update
Will Mekanism v7 be for 1.6 or 1.7?Not sure if anyone follows my twitter page, but these Portable Tanks are new in Mekanism:
They're set to be in Mekanism v7 which we should be seeing in the next few weeks alongside a collection of other awesome new features. Hopefully this will make up for the delayed update
14 buckets. You can also use the tank as a bucket itself - shift-right click the ground to place a bucket's worth of water on the ground, and right-click a liquid block to pick it up.[DOUBLEPOST=1403139312][/DOUBLEPOST]How much mb/buckets can a single tank hold?
1.7. 1.6 is too hard to maintain now due to other developers halting development.Will Mekanism v7 be for 1.6 or 1.7?
I was just about to say it does seem a little redundant because so many other mods have tanks too.14 buckets. You can also use the tank as a bucket itself - shift-right click the ground to place a bucket's worth of water on the ground, and right-click a liquid block to pick it up.[DOUBLEPOST=1403139312][/DOUBLEPOST]
1.7. 1.6 is too hard to maintain now due to other developers halting development.
Thanks! I forgot to mention that it also has a GUI with I/O fluid container slots that allow it to automatically fill and empty buckets placed inside - since it's also compatible with ISidedInventory, it can automate your bucket management too.I was just about to say it does seem a little redundant because so many other mods have tanks too.
But that bucket-like ability is a really neat idea.